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Propaganda Games Q&A: Turok

PSXE: Speaking of some of that crazy fast (and brutal) footage, how much of that is controlled by the player? We saw some "Dino Luring gameplay," and the main character really ripped into what looked like a Velociraptor, in what appeared to be a cut-scene. But is that controllable with a context-sensitive button-press system, like the kind we find in God of War and Resident Evil 4?

Lewinson: Our mauling system is even more dynamic than that. In the games you mentioned, timed button presses pop up on screen at different times to complete the task, but in Turok, you actually have to jam on the button repeatedly just to fight off the slavering creature thatís trying to tear your face off. Itís more interactive and definitely more visceral.

PSXE: Can you fill us in on the online multiplayer? We've seen some of that, too, and it looks sweet. How many players will be allowed per map, and what types of modes will be available?

Lewinson: Multiplayer supports up to 16 players in total, and co-op supports up to 4 players. Turok's co-op missions are a LOT tougher than the SP game. Seriously, why wouldn't it be? Nothing more irritating than missions you can breeze through with only one or two players, where's the challenge in that? You'll need to work in tandem, all four of you, to progress, flank, work together and succeed in our co-op missions. There are numerous multiplayer game types, including deathmatch, team deathmatch, CTF and Assault CTF, and a special one called WarGames. WarGames has two teams facing off against each other with specific objectives that change back and forth on the fly, depending on how each team is performing. While one team may be preparing to blow open a hole in a gate for access, the other team is preparing to counterattack through a different route. Did I mention that dinosaurs are also present in multiplayer, hunting and killing players at random?

PSXE: Anything you can tell us about the weapons would be great. We've seen a few we didn't recognize at all, and in games like this, the better the weapons, the more appealing the entertainment.

Lewinson: Our weapons range from primal to current-gen, to futuristic. Our primal weapons are the knife, which can be used as a stealth weapon to kill humans and creatures alike, and the bow. With both regular arrows and Tek arrows at your disposal, attacking from range is one of the most fun weapon options to come along in this genre in years. The chaingun is an example of one of our current-generation weapons, with an alternate fire that allows you to plant it like a turret, and then use it to rain heavy fire on enemies while you flank and triangulate hot lead at those targets. The sticky gun is an example of a futuristic weapon time that fires a sticky ball of energy at a target, which can then be detonated at will. Using the alt-fire on the sticky gun lays down a mine field, and anything unlucky enough to step into it will turn into the glorious meat fountain. Good stuff.

Good stuff indeed. We'd like to thank Tim Lewinson for taking the time to answer our questions, and we look forward to playing Turok. We're especially happy with the multiplayer possibilities, along with the variety of weaponry that will be afforded us. Things are looking good; let's hope they come through in fine fashion. Expect to see our review within the next few days!